Fighter
Base Class: Fighter

This is a Homebrew Revision of the Purple Dragon Knight (aka The Banneret). This Revision is to turn the Banneret into what it was supposed to be; an inspiring battlefield commander themed subclass for the fighter.

The Banneret is a leader amongst warriors, a knight with presence, and a symbol on the battlefield that inspires allies and rallies them against long odds. You are a force with charismatic will that brings a new twist to the Fighter Class. You are a member of a Noble House, a Knight of an Errantry, a warrior of a Knightly Guild, or a member of some other association that has granted you the title of Banneret and given you special training to eventually become a true commander of knights.

Knightly Training

You receive training befitting a knight and gain certain skills.

When you choose this subclass at 3rd level, you gain proficiency in the Persuasion skill and one additional skill of your choice from the following options:
Animal Handling, Athletics, Insight, Intimidation, Survival

Additionally, you double your proficiency bonus for any Charisma(Persuasion) ability check you make.

Animal Handling

You gain proficiency in the Animal Handling skill.

Athletics

You gain proficiency in the Athletics skill.

Insight

You gain proficiency in the Insight skill.

Intimidation

You gain proficiency in the Intimidation skill.

Survival

You gain proficiency in the Survival skill.

Knightly Inspiration

Your Knightly training has given you the ability to bolster yourself and your allies to influence the tide of battle.

Starting at 3rd Level when you take this subclass, you can inspire yourself and your allies in the midst of battle. As a bonus action on your turn, you can speak inspiring words or flash an inspiring image to aid you and your allies. When you do so, you choose one friendly creature that can see or hear you, which can include yourself, within 60 feet of you. That creature then gains a Knightly Inspiration die, a d6.

Once within the next minute, that creature may use that die on any attack roll, damage roll, or saving throw it makes. Additionally, when an attack roll is made against a creature with a Knightly Inspiration die, that creature may use it's reaction to roll the die and add the number rolled to it's AC for that specific attack. They may make this reaction after the roll is made, but before knowing whether it hits or misses.

You can use this feature a number of times equal to your Charisma modifier (minimum once). You regain all expended uses after you finish a long rest.

Your Knightly Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 10th level and a d10 at 18th level.

Knightly Command

Starting when you take this class at 3rd level, you have learned how to command your allies on the battlefield.

You can use your reaction to command an ally within 30 feet of you that can hear or see you to make a single weapon attack or cast a cantrip. If the ally chooses to cast a cantrip, the cantrip cast must be one that targets only one target. (Example: Fire Bolt, Ray of Frost, Toll the Dead)

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses after you finish a long rest.

Commander's Banner

You further learn how to embolden your allies. The coat of arms of your house, errantry, guild, or other association is emblazoned on your shield, armor, cloak, or banner that you wear.

Starting at 7th level, when you take the attack action on your turn, you may forgo one of your attacks to flash your coat of arms. When you do so, allies that can see you within 15 feet of you gain advantage on their next attack roll

You can use this feature a number of times equal to your Charisma modifier (minimum once), and you regain all expended uses after you finish a long rest.

Resolute Inspiration

Beginning at 10th level, your abilities of inspiration become more powerful and prominent

When you use your bonus action to grant a creature a Knightly Inspiration die, you make them become more resolute in the face of danger. You grant them 2d8 + your Charisma modifier (minimum 1) in Temporary Hit Points. Additionally, you regain all uses of your Knightly Inspiration die after you finish a short or long rest.

Banneret's Command

Starting at 15th level, the radius of effect for your Commander's Banner is increased to 30 feet.

Additionally, whenever you activate your Knightly Command, you may have the chosen allied creature make 2 weapon attacks instead of 1 and if the creature chooses to cast a spell, the spell may be of up to 3rd level. Both weapon attacks must target the same target and the spell must still target only one target. (Example: Haste, Tasha's Mind Whip, Hold Person)

Banner Lord's War Cry

You can let out a loud war cry and flash your coat of arms, giving a mighty boost to you and your allies.

Starting at 18th level, you can use your bonus action to expend 3 uses of your Knightly Inspiration to unleash your Banner Lord's War Cry. When you activate this ability, you and all allies within range of your Knightly Inspiration gain +3 to their AC and saving throws, and they add 3 + your Charisma modifier (minimum 1) to all attack and damage rolls. Additionally, all effected allies have advantage on saves against being charmed or frightened. This effect lasts for one minute and once you use this feature, you can't do so again until you finish a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
12/28/2021 2:07:11 AM
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